// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Teleportation.
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: p_telept.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";



#include "doomdef.h"

#include "s_sound.h"

#include "p_local.h"


// Data.
#include "sounds.h"

// State.
#include "r_state.h"



//
// TELEPORTATION
//
int
EV_Teleport
( line_t*		line,
  int			side,
  mobj_t*		thing )
{
    int			i;
    int			tag;
    mobj_t*		m;
    mobj_t*		fog;
    unsigned	an;
    thinker_t*	thinker;
    sector_t*	sector;
    fixed_t		oldx;
    fixed_t		oldy;
    fixed_t		oldz;

    // don't teleport missiles
    if (thing->flags & MF_MISSILE)
        return 0;

    // Don't teleport if hit back of line,
    //	so you can get out of teleporter.
    if (side == 1)
        return 0;


    tag = line->tag;
    for (i = 0; i < numsectors; i++)
    {
        if (sectors[ i ].tag == tag )
        {
            thinker = thinkercap.next;
            for (thinker = thinkercap.next;
                    thinker != &thinkercap;
                    thinker = thinker->next)
            {
                // not a mobj
                if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
                    continue;

                m = (mobj_t *)thinker;

                // not a teleportman
                if (m->type != MT_TELEPORTMAN )
                    continue;

                sector = m->subsector->sector;
                // wrong sector
                if (sector-sectors != i )
                    continue;

                oldx = thing->x;
                oldy = thing->y;
                oldz = thing->z;

                if (!P_TeleportMove (thing, m->x, m->y))
                    return 0;

                thing->z = thing->floorz;  //fixme: not needed?
                if (thing->player)
                    thing->player->viewz = thing->z+thing->player->viewheight;

                // spawn teleport fog at source and destination
                fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
                S_StartSound (fog, sfx_telept);
                an = m->angle >> ANGLETOFINESHIFT;
                fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
                                   , thing->z, MT_TFOG);

                // emit sound, where?
                S_StartSound (fog, sfx_telept);

                // don't move for a bit
                if (thing->player)
                    thing->reactiontime = 18;

                thing->angle = m->angle;
                thing->momx = thing->momy = thing->momz = 0;
                return 1;
            }
        }
    }
    return 0;
}

